Restrictions: Varies.
Ref Instructions: At the beginning of the match, a random field will be selected from the options below. Every time a Pokemon is fainted, the arena will change again at the end of the round. If more than one Pokemon faints in the same round, then the arena will change only once. Each arena has an equal chance of being chosen. Once the arena changes, all Pokemon will automatically teleport to the center.

The arena is 50 feet wide and 70 feet long. At the beginning of the match, and after a Pokemon is KO'd, the arena can change into the following:

Grass / Standard: The arena is covered with soft grass. The soil is loamy, and Pokemon can dig on it. There are no water source.
Desert: This arena has sand all over it, with a few sand dunes here and there. Although it is possible to dig in the sand, Pokemon who are not of the Ground, Rock, or Steel types may find this a bit difficult. In the center of the arena, a small oasis appears. This oasis is 15 feet deep and 10 feet in diameter. That is not a lot of water, so trainers are advised to use Surf carefully!

Water: This arena is almost completely underwater! There is about 10 feet of space from each side of the arena that is not underwater. In addition, there are three "islands", each with a radius of 10 feet, that are not underwater either. One "island" is at the center of the arena. The other two "islands" are 20 feet directly north and south, respectively, from this center "island". Since these "islands" are made from concrete, it is impossible to use Dig on them. The water itself is 40 feet deep.

Winter: The whole arena is covered with snow. The snow is about 6 feet deep. There is a frozen lake at the center of the arena, 15 feet deep and 30 feet in diameter. In addition, it is also snowing (not hailing), somewhat lowering visibility. Weather moves are permissible, though it will start to snow again once the weather effect is over.

About: He was the very first pokemon Matt obtained and quickly became best friends after Matt selfishlessly risked his life against a pack of wild Houndour. Steve is extremely strong,determined,honored and relatively docile Mankey, only feeling trully alive during a battle with a worth opponent,he cares very much about his trainer and team mates.

Abilities:Vital Spirit : (Innate)

This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Anger Point: (Innate)
When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

Defiant (DW UNLOCKED): (Innate)
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

About: Rob was the first pokemon ever caught by Matt,using it's Double-Team and Trump-Card techniches,he slowy gained an advantage against Steve and was about to easily defeat him,until being caught off-guard by an extremely powerfull Reversal combo,weakning him enough to be captured. Being prety much powerless against the lobster pokemon,Steve grew determined to become stronger.
Similary to the others,he cares deeply about his friends,and is willing to risk his life for them if necessary.....he is also a huge nerd.

About: Caught after being found injured by Matt and nursed back to health,Twilight quickly showed it's amazing fighting abilites by defeating a pack of wild Grimer. Despite her naiveness,Twilight is by no means a fool and ,despite managing to maintain a serious attitude,she is a sweet heart and quickly becomes timid depending on the situation.

Run Away (Innate):
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Flash-Fire (Innate):

This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Flame Body (DW LOCKED,Innate):

This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Summary: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

About: An extremely happy and careful Phanpy,Alice always prefer to think it carefully before acting,she doesnt have any dreams for the future,prefering to live ''one day at a time''. Her small size when compared to other Phanpy quickly got the team's attention and ,after a short battle with Fiona,was captured.

Abilites:

Pick Up (Innate):

This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Sand Veil (DREAM WORLD LOCKED, Innate):

This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage

Abilities:Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.Minus (DW UNLOCKED): (Innate) This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.

Type: Dark/GroundDark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.Pressure (DW UNLOCKED): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Type: Water/FlyingWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only receives 25% of the damage that attack would do to itself.Water Veil(DW)(Locked): (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns.

Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.Overcoat (DW) [Locked]: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

This is my first match with you guys, i hope i am able to live up to your expectations, Rob.Do not worry, i am a Crawdaunt, my sheer awesomeness will keep you safe (Unless he brings an electric type, but hey, what are the odds?).

*Unable to resist the curiosity, the Grimer enters the room and checks the stuff in there.*

Sweeeeeeeeet!
*5 minutes later*

Look at me! I am Matezoide, i am smart and from a different country, i am also pink, got ugly hair and look like a nerd!
*As Bosco laughs, Matezoide's Fiona steps in*

Bosco, are you seriously wearing Matezoide's clothes? If he was here, he would say you are being immature, irresponsable and making use of the fact he isnt here just for some ridiculous fun and then rant about how he will have to wash his stuff!

Hum......Ice-Cream, if you want to speak like Matt, perharps you should also DRESS like him

*Says the Grimer as he opens a wardrobe, revealing several identical clothes.*

Hey Matezoide, just to let you know, that second sub for moves like spread moves or whatever is illegal. On the Referee Resource thread, the hide tag about substitution has the attack classes you can use.

Matezoide
Hp: 10
En: 37
6/3/2/2/55
Other: cooldown
Item: Amulet Coin

Hp: 100
En: 100
4/2/1/3/110
Other:
Item: none

bench(Move your mouse to reveal the content)bench (open)bench (close)

Hp: 81
En: 67
2/2/1/3/40
Other:
Item: Lucky Egg

Lockdown
Hp: 90
En: 100
1/3/4/2/60
Other:
Item: Amulet Coin

Hp: 90
En: 79
0/3/2/5/50
Other:
Item:
​

Guess who forgot all about the arena!

ME!

Thankfully I brought my spare teleportation device which is sending us to....

Winter: The whole arena is covered with snow. The snow is about 6 feet deep. There is a frozen lake at the center of the arena, 15 feet deep and 30 feet in diameter. In addition, it is also snowing (not hailing), somewhat lowering visibility. Weather moves are permissible, though it will start to snow again once the weather effect is over.

Now we can begin!

Steve the Primeape begins the match by Bodyblocking Rob the Crawdaunt as it cools down. But as the old latin saying...says: "quis custodiet ipsos custodes" or in english: who watches the watchmen? That is my fancy way of saying that Lockdown's pokemon are ganging up on poor Steve as it is hit with Thunderbolt and then Scald.

On the following turn, the Mantyke is the first to move, by using its Agility to Evade future attacks, managing to do so with Steve's Thunderpunch. BUT its trainer probably forgot that it doesn't work with multi-target attacks and we had a see a rather...soap opera scene as SSK hits all pokemon, including his partner with Discharge. The mantyke took a lot of damage, but the one that hated it the most were Steve, who got knocked out!

Final turn is useless. Primeape digs a hole towards SSK, who Magnet rises to evade it. Mantyke tries to Scald Steve, but he is still underground....or rather undersnow. The monkey tried to deal some damage in this turn against SSK but it was a bit unreacheable.

Its a shame the arena didn't affect much. Also another mon was KO'd so we are going toooo

Winter: The whole arena is covered with snow. The snow is about 6 feet deep. There is a frozen lake at the center of the arena, 15 feet deep and 30 feet in diameter. In addition, it is also snowing (not hailing), somewhat lowering visibility. Weather moves are permissible, though it will start to snow again once the weather effect is over.

...Wait what, is this thing broken? We are on the same spot! Also the snow is stronger so Accuracy for all pokemon is lowered by 1 stage also Ice typed attacks have +2bp.

Unfortunately my time is very limited once again, while the number of matches I have to ref isn't, so I'll have to cut down the flavor.

Your next arena is:

Desert: This arena has sand all over it, with a few sand dunes here and there. Although it is possible to dig in the sand, Pokemon who are not of the Ground, Rock, or Steel types may find this a bit difficult. In the center of the arena, a small oasis appears. This oasis is 15 feet deep and 10 feet in diameter. That is not a lot of water, so trainers are advised to use Surf carefully!